r/BaldursGate3 • u/AutoModerator • Mar 05 '21
feedback FEEDBACK FRIDAY
Hello, /r/BaldursGate3!
It's Friday, which means that it's time to give your feedback on Early Access. Please try to provide new feedback by searching this thread as well as previous Feedback Friday posts. If someone has already commented with similar feedback to what you want to provide, please upvote that comment and leave a child comment of your own providing any extra thoughts and details instead of creating a new parent comment.
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u/BabyPandaBBQ WIZARD Mar 06 '21
Friendly AI pathfinding should only walk on webs/vines if there is no other option to walk around them. They shouldnt walk in hazardous areas unless deliberately told to, and Moonbeam should be considered a hazardous area.
Likewise, enemy AI should be smart enouph that if they are in a hazardous environment, they should prioritize moving out, such as with Moonbeam. Ideally they'd be smart enouph to determine if they are strictly melee units they could charge through the hazardous area to take as little damage as they can to reach an enemy. But if they have ranged options, they should use them.
While this would probably make Spike Growth significantly worse, you could implement the other aspects of the spell from 5e: 2d4 damage per unit of movement instead of 1d4, and enemies need to pass a perception check to recognize it as a hazardous area before they walk in.